I turned his Project into a plugin. C++ only without content. GlassBeaver did a Singleton for the System, but I changed that and used a WorldSubsystem instead. Besides that, there are minor changes. Should be working like in his project.
Real-Time Dynamic Cover System for Unreal Engine 4
Used in Severed Steel, a game by Matt Larrabee! https://store.steampowered.com/app/1227690/Severed_Steel/
See my article: https://horugame.com/real-time-dynamic-cover-system-for-unreal-engine-4/
Or my presentation, click on the PowerPoint logo: https://horugame.com/cover-system-talk-and-slides/
- You'll need to CLONE the project! Zip downloads don't work as I'm using git-lfs for storing binary files.
Data generation:
- navmesh edge-walking
- 3D object scanning
Data persistence via octree
Navmesh error-handling
Multi-threaded, asynchronous cover generation
Real-time dynamic updates via Recast events
Profiler integration
Runs on UE 4.22 - 4.26